Author Topic: Ultimate Stunters Main SCM  (Read 362632 times)

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Offline CRYOSPHERE

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« Reply #645 on: August 12, 2007, 06:34:28 AM »
Probably a common problem but I cant grenade boost in SA (I just dont get the boost). Some Ideas ?

Offline Fire Dragon

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« Reply #646 on: August 12, 2007, 07:54:19 AM »
Dont use SACC.

Offline Dannye

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« Reply #647 on: August 12, 2007, 05:16:02 PM »
Quote from: Guardian
Probably a common problem but I cant grenade boost in SA (I just dont get the boost). Some Ideas ?

There is a feature in my mod that toggle's player vulnerability on and off.
By default this feature is on - meaning that the player is invulnerable to things like: bullets, explosions, etc.
So, if you want to do something like Grenade Boosting (this goes for either SA/VC/LC etc) you'd first want to toggle this feature off.
If you are unsure of the control combination to do so, just check the readme, that should explain it.

Offline Hoff

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« Reply #648 on: August 12, 2007, 05:30:12 PM »
Quote from: Dannye
Updates for the up-coming SA-based release:

* Fixed jetpack (now works just like the jetpack in the VC/LC versions of the mod).
* Fixed control issues (controls are now just like in the VC/LC versions of the mod, for example, previously the spawner controls in the SA versions were different to that of the VC/LC versions, but not anymore).
* Changed "Refresh NOS" function to "Add NOS and Hydraulics" function. Do it once and the car you are in gets both those added to it. I have also modified the boost button so you can use another shot as soon as one shot has run out (rather than having to get out/in or wait, until you could use your next shot).
* Significantly improved "Opened Up" aspect, meaning, many more things are available from the start (garages, mod shops, save houses to buy, clothes shops... etc)
* Fixed all known problems that were causing the inability to play through the storyline missions while using this mod. I was able to figure out and fix each of the things that were causing this problem and now I am pretty confident that the storyline aspect of the game is playable (I have done a partial test up until SF and everything seems perfectly fine).
That sounds great! Can't wait!

Offline Ralleee

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« Reply #649 on: August 12, 2007, 06:17:21 PM »
Big thanks, Dannye!  I love you.
« Last Edit: August 12, 2007, 06:17:29 PM by Ralleee »

Offline connorthestunter

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« Reply #650 on: August 25, 2007, 05:16:48 AM »
this helped get all stunt bikes and cars cause i had to roam around for taxis pcj600 and stuff gr8 job

Offline Aeneon

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« Reply #651 on: August 25, 2007, 05:19:11 AM »
Quote from: The Hoff
Quote from: Dannye
Updates for the up-coming SA-based release:

* Fixed jetpack (now works just like the jetpack in the VC/LC versions of the mod).
* Fixed control issues (controls are now just like in the VC/LC versions of the mod, for example, previously the spawner controls in the SA versions were different to that of the VC/LC versions, but not anymore).
* Changed "Refresh NOS" function to "Add NOS and Hydraulics" function. Do it once and the car you are in gets both those added to it. I have also modified the boost button so you can use another shot as soon as one shot has run out (rather than having to get out/in or wait, until you could use your next shot).
* Significantly improved "Opened Up" aspect, meaning, many more things are available from the start (garages, mod shops, save houses to buy, clothes shops... etc)
* Fixed all known problems that were causing the inability to play through the storyline missions while using this mod. I was able to figure out and fix each of the things that were causing this problem and now I am pretty confident that the storyline aspect of the game is playable (I have done a partial test up until SF and everything seems perfectly fine).
That sounds great! Can't wait!



DANNYE I FUCKING LOVE YOU!!!!! NOW I DONT HAVE TO REMOVE THE SCM TO MOD MY CARS.

                   




Sorry i just had to

Offline Torque

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« Reply #652 on: September 02, 2007, 07:49:42 PM »
Is there a way to make it so whenever you teleport to your saved position the rep is cut automatically (instead of you having to not be on your vehicle), it would save a lot of time when viewing car stunts, and taxi and cabbie stunts.
« Last Edit: September 02, 2007, 07:50:05 PM by Torque »

Offline VaNilla

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« Reply #653 on: September 03, 2007, 12:21:28 AM »
Just tap F3 twice.

Offline Torque

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« Reply #654 on: September 11, 2007, 07:53:14 PM »


Scratch that, I skipped the line for player vulnerability in the notes.
« Last Edit: September 11, 2007, 07:55:46 PM by Torque »

Offline KoreaBank

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« Reply #655 on: September 23, 2007, 05:58:19 AM »
It's nice


but it didn't have

hydra & mtb


Offline Dannye

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« Reply #656 on: September 23, 2007, 06:17:37 AM »
Unfortunately it can't have everything.

I suggest using it in combination with something like SACC (or some other trainer/car spawner) if you want to be able to spawn any vehicle.

Also keep in mind there is an easy-to-remember cheat to automatically spawn a hydra.

Offline morbidxxx

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« Reply #657 on: October 05, 2007, 04:08:00 PM »
If I understood what you wanted to say then you need to put all files in folders where they need to be. For example Main.scm in Data folder etc.

Offline VenomX

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« Reply #658 on: October 05, 2007, 04:11:24 PM »
Dannye, am I allowed to play around with your main.scm a bit?  I want to see if I can change the VC version so that the jetpack speed can be increased and decreased whenever needed, thanks .  i wont share it, its just for personal use.

Offline Dannye

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« Reply #659 on: October 05, 2007, 06:42:19 PM »
Quote from: VenomX
Dannye, am I allowed to play around with your main.scm a bit?  I want to see if I can change the VC version so that the jetpack speed can be increased and decreased whenever needed, thanks .  i wont share it, its just for personal use.

Sure thing man, no worries.

When I ever got 'round to making a new version I was planning on adding support for slowing the jetpack down, as had been suggested, perhaps something along the lines of - if the player is holding shift don't move them as far - or something. I just haven't been able to work on it in a while.

If ya need any help making the changes just let me know (as I obviously have the raw decompiled txt version which has all of my meaningful variable names, label names, and even comments).

 

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